GZG List archives -- July 2006

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Re: [GZG] Re: Full Thrust 2 questions



As with all things, MT Missiles are something that requires moderation. If
you use 1 or 2 you might was well just aim them off the table. If you take
them in hoards they'll wipe out a fleet if the oposing fleet isn't design
to take them out.

Consider a simple purpose built Cruiser.
Cost: 270
TMF: 80
MD: 4
Hull: 24
FC: 1
MT Missiles: 15

15 Missiles require 30 PDS to take out.
Each missile (if a standard unit) causes on average 7 points of damage.
That's 105 for the salvo.

Now in a game of 1500 points, you can take 5 of those, so 75 missiles
total, requiring 150 PDS to stop, causing 525 points of damage.

In your maths you have assumed that you can accurately guess the position of the enemy ship with all the missiles and that your damage is spread evenly though the enemy fleet.


Some other scenarios.
Do you launch at long range?
If so and the enemy is using fighters or PBL launchers you can lose a bunch of the missiles on the approach, or they are forced to burn extra endurance in order to evade the PBLs.


Unless you play on a closed table and slow velocities then the opposing fleet can simply run away from most of the missiles and then come back and kill you once it the missiles have missed.

Also you don't want to play Kra'vak their advanced drives and scatter guns can make a mess of missile waves.
The exact same KV ship would have 15 scatter packs and 9 MKP packs and 6 class 1 rail guns. The scatter packs auto kill one missile each and then the MKPs inflict sufficient damage to kill you. Scatter packs also come with their own ADFC so you can't overwhelm them.


Your design does reignite the old argument about whether the games are decided by fleet designs or not. If an extreme fleet of say all beams or all ordnance or all ordnance defence is taken then the whole game can become a giant game of scissors, paper, stone.

John


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